#include <IGameModifier.h>
Public Types |
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enum | MorphType { MORPHER_OBJECT, MORPHER_MODIFIER } |
A morph type. More... |
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Public Member Functions |
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virtual int | GetNumberOfMorphTargets ()=0 |
Get the number of morph targets. |
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virtual IGameNode * | GetMorphTarget (int index)=0 |
Get the morph target used by the morpher.
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virtual IGameControl * | GetMorphWeight (int index)=0 |
Get the weight associated with the target.
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virtual MorphType | GetMorphType ()=0 |
Get the morpher type. |
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IGameMorpher (Modifier *mod, INode *node) | |
The
IGameMorpher constructor. |
enum MorphType |
A morph type.
This provides details about the type of morph operator being accessed
{ MORPHER_OBJECT, MORPHER_MODIFIER, };
IGameMorpher | ( | Modifier * | mod, |
INode * | node | ||
) | [inline] |
The IGameMorpher constructor.
*mod | The 3ds Max modifier to initialise |
*node | The 3ds Max node to initialise |
:IGameModifier(mod, node){};
virtual int GetNumberOfMorphTargets | ( | ) | [pure virtual] |
Get the number of morph targets.
The number of targets used by the morpher. There is a slight difference between the morph methods. The compound morpher include the original object as a target, where as the morpher modifier only show the actual physical targets. So to provide the same result the compound will show one more target
virtual IGameNode* GetMorphTarget | ( | int | index | ) | [pure virtual] |
Get the morph target used by the morpher.
This method provides the actual morph target used by the system. In the case of the compound object, it does its best to find the node but, the compound morpher only exposes the actual "Object" and in 3ds Max the object could have multiple nodes.
index | The index of the target to retrieve |
virtual IGameControl* GetMorphWeight | ( | int | index | ) | [pure virtual] |
Get the weight associated with the target.
index | The index of the target whose weight is being accessed |
virtual MorphType GetMorphType | ( | ) | [pure virtual] |
Get the morpher type.
The type of morpher represented by this interface